Game apparatus and method

ABSTRACT

A game apparatus and method using a plurality of game pieces in various shapes which can be combined to express a theme, and a plurality of theme indicators which are used to identify a theme to be expressed using the game pieces. A player chooses a theme indication using a theme indicator, then combines a plurality of the game pieces into a design illustrating the theme. The game may include a timing indicator, so the player must complete the design within a determined period, a turn indicator for choosing a manner of play, and a game piece indicator for indicating the number of game pieces used during play. A player may be required to accompany a design with an emission, such as rhythm, improvisation, movement, language, sound, light and title, optionally indicated by an emission indicator or using an emission container. A scoring indicator may be provided for keeping score.

RELATED APPLICATIONS

This application is a continuation-in-part filed under 35 USC §120 ofpending application Ser. No. 12/322,166, entitled “GAME APPARATUS ANDMETHOD”, filed Jan. 28, 2009, which claimed one or more inventions whichwere disclosed in provisional patent application for Festival Method,Apparatus, and Game: Ser. No. 61/062,806, filed Jan. 29, 2008. Thebenefit under 35 USC §19(e) of the U.S. provisional application ishereby claimed, and the aforementioned applications are herebyincorporated herein by reference.

FIELD OF THE INVENTION

The present invention relates to a design game and, more specifically,to a game involving creative investigation of shapes and themes.

BACKGROUND OF THE INVENTION

There are games available for building shapes into a complete whole butthese are limited in their scope. Traditional puzzles provide shapesthat fit together in only one combination of parts and rely on aninterfitting system for play. Some variations include pieces fittinginto recessed areas and pieces that emphasize three dimensions, whilerelying on similar methods of combination and connection. Tangrams limitplaying pieces to simple geometric shapes and a specific number ofpieces.

U.S. Pat. No. 4,298,200, issued to Maurice S. Kanbar, discloses atangram game assembly citing the need for a game of creative adaptation,however the game is limited to geometric shapes and a certain number ofplaying pieces.

U.S. Pat. No. 6,027,117, issued to Melvin L. Goldberg, discloses ageometric and cryptographic puzzle citing the need for a hands-on puzzlecombined with mental interaction, yet limited to predetermined shapesand sequences.

U.S. Pat. No. 5,067,714, issued to Leslie Rasberry, discloses a variablearrangement floral design jigsaw puzzle citing the need for a pluralityof arrangements. However, the puzzle is limited to a system of inner andouter pieces.

U.S. Pat. No. 6,086,478, issued to Klitsner and Welch, discloses ahand-held voice game that cites the need for play with sound andinteraction. However, the game operates without the benefit of gamepieces and theme indicia. Therefore, a new approach is needed to offermore creative arrangements of shapes.

SUMMARY OF THE INVENTION

In accordance with the present invention, there is provided a gameapparatus and method for creative investigation and fun. The inventionprovides a plurality of game pieces in various shapes and a plurality oftheme indications on at least one theme indicator. A player chooses atheme indication on a theme indicator, then combines a plurality of thegame pieces into a design which illustrates the theme indicated by thetheme indication. The game may include a timing indicator, so that theplayer must complete the design within a determined period, a turnindicator for choosing a manner of play, and a game piece indicator forindicating the number of game pieces to be used during play.

A player may be required to accompany a design with an emission, such asrhythm, improvisation, movement, language, sound, light and title,optionally indicated by an emission indicator, which may be emittedthrough an emission container. A scoring indicator may be provided forkeeping score. A playing board may be used to provide a surface ontowhich the game pieces are placed to make the design.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a game apparatus of the invention.

FIG. 2 is a perspective view of two game indicators.

FIGS. 3 a and 3 b show theme indicators.

FIG. 4 is a top view of a turn indicator.

FIG. 5 is a perspective view of an emission indicator and emissioncontainer.

FIG. 6 is a top view of a scoring indicator.

FIG. 7 is a perspective view of a game apparatus of the invention, withthe game pieces arranged in a design on a playing board.

FIG. 8 a-8 c illustrate an embodiment of the invention in the form of acomputer game.

FIG. 9 shows a flowchart of a method of play of the invention

DETAILED DESCRIPTION

In operation, the invention offers a game apparatus and method forcreating design combinations through creative investigation of visualdesign, and can offer other sensory participation opportunities. Theinvention is based on the concept of improvisation as something that iscreated in the moment rather than being pre-planned. The improvisationalnature of jazz music, shapes, and colors are inspiration for the game.

The Game Apparatus

FIG. 1 shows a simple embodiment of the game. For purposes of clarityand brevity, like elements and components will bear the samedesignations and numberings (or similar numbers with appropriateprefixes) throughout the figures. The apparatus will first be described,with only enough detail on the method of play to give meaning to theparts of the apparatus. The method of play will be described in detailin a separate section below.

The game comprises a plurality of game pieces 15 having a plurality ofshapes. In a preferred embodiment, the game can comprise a single groupof mixed size, shape and/or color game pieces from which all players candraw. Alternatively, a number of sets of game pieces 15 could beprovided, one for each player. The sets can be differentiated by color,and each set might have a different mix of shapes.

The game pieces 15 are in a variety of shapes, such as free-form orirregular shapes 5, 43, 45 or 47; geometric shapes such as triangles 1,squares 9, rectangles 10, circles 11, ovals 12, or spirals 13;representational shapes such as stars 19; natural shapes such as sun 6;letters such as “R” 3; numbers such as “4” 4; or symbols such as heart7. A container 17 (such as a box, tray or bag) serves to hold the gamepieces 15 when they are not in play. The game pieces 15 can be made in arange of sizes, colors and/or textures. Preferably, at least onefree-form shape 5 is included.

A player combines a number of the game pieces 15 on a playing field tocreate a design illustrating a theme. The themes are indicated by aplurality of theme indications. The theme indications are provided on atleast one theme indicator. The game might have a plurality ofindicators, such as a deck of cards each bearing a theme indication suchthat a player pulls a card from a deck to determine the theme to beillustrated.

FIGS. 3 a and 3 b show examples of various card sets or decks or sheet333 which might be used as theme indications. Each set 333 has a numberof cards, six of which are shown as examples in each of the figures,although it will be understood that the deck could comprise any numberof cards. It will also be understood that the sheet 333 could bestructured as a single theme indicator, printed upon a large sheet ofpaper or a card or a book, having a plurality of theme indications, andthe player would determine the theme by selecting one theme indicationfrom the plurality of theme indications, for example by rolling a diceor spinning an arrow to determine a number or letter of the themeindication to be used, or chosen at random.

In FIG. 3 a, card 321 has the theme indication “Writing”. In FIG. 3 b,card 322 has the theme indication “Building”. Each of these themeindications is accompanied by a number of suggestions or ideas 327 and328, to help the player in making up the design.

In still another embodiment, the theme could be indicated by a themeindication selected electronically, as on the digital embodiment ofFIGS. 8 a-8 c, described below.

Theme indications can include a topic, subject, category, and sub-set,and examples can include, but are not limited to, nouns, verbs,adjectives, adverbs, sentences, phrases, pictures or symbols expressingconcepts which may be literal, figurative, symbolic, or mythological.Any number, category, and variation of themes can be offered. Themes canbe offered together, separately, or combined with other information.

FIG. 7 shows a more elaborate version of the game set, comprising aplurality of game pieces 745, which can be stored in a container such asbox or tray 717. A physical playing board 719 is provided on whichdesigns can be made by combining the game pieces 745. The playing board719 and game pieces 745 could be manufactured so that the game pieces745 adhere temporarily to the playing board 719. This could beaccomplished by providing the game pieces 745 and the playing board 719with mating halves of hook-and-loop fastener material such as Velcro®,or other similar systems as are commonly used in felt boardapplications. Similarly, magnetic material could be applied to the gamepieces, so as to be attracted to a board of magnetic metal.

Players can build on their ideas quickly with relatively little time toreview and “fix” their designs. A timing indicator such as hourglass728, or a stopwatch or any other timer known to the art, can time eachturn. Each player can have a theme indicator sheet 733, each sheethaving a number of theme indications which can be chosen by rolling adice 735 or other selector. An emission container 743 may be provided,as will be explained in greater detail below.

Score may be kept on a scoring indicator such as score sheet 641. FIG. 6shows an example of a score sheet 641 which might be used. The sheet hasindications 627 of numbers of points to be awarded for variousconditions (using all the game pieces, finishing first, etc), and ascoring grid 622 having columns 623 for each player and rows 624 toaccount for score in each round. A list 630 of emission ideas can beprovided on the score sheet 641 for reminding players of emissionoptions/inspiring players on ways to share their emissions with others.Score could also be kept by other methods commonly used in the gamefield, such as moving markers along a scale, putting markers in acontainer, etc.

FIG. 4 is a top view of a turn indicator 428, which can be used tocontrol a player's chance to play and to help determine a manner ofplay. Players take turns activating a turn indicator 428, and the leadplayer is the one who has the current move. A “round” refers to allplayers getting a chance to play. The preferable manner of play includesevery player (or team, if the game is being played by teams) having aturn in a round to choose theme and approach, based on use of a turnindicator 428, and for each player to use all of his or her game pieces15 per turn.

In the embodiment shown in FIG. 4, the turn indicator 428 is shown as aspinner, mounted upon a card. A mark 427 can relate manner of playinformation, shown here as “Same”, “Different”, “Story”, “Lead Choice”and “Switch”. In alternate embodiments, the turn indicator 428 can be ofany convenient form, such as a deck of cards bearing indications, apolygonal multiple-choice device such as a die, a digital or audioindicator, or other multiple-choice indicators known to the art.

FIG. 2 shows several possible forms of game indicators, for example anumeric indicator such as cubic die 251 bearing numbers 227 on eachface, or a fourteen-sided die 231 (a cubic die with the corners cutoff), also with numbers 221. A spinner, deck of cards, or otherindicator known to the art could also be used. The game indicators canbe used to determine how many game pieces 15 each player will use in aturn to form the design. The game indicators could also be used toselect one theme indication from a plurality of theme indications on atheme indicator, and for other purposes.

FIG. 5 is a perspective view of an emission indicator 539 and emissioncontainer 543.

An “emission” is something, preferably intangible, that is put forthwith an action and object, such as a rhythm, improvisation, movement,language, sound, light, and title. An emission can represent an aspectof a design. Emissions can be pre-stored, prepared, selected, altered,improvised, studied, rehearsed, or chosen from an existing source.

An emission indicator 539 can be used by a player to choose one of aplurality of emissions to be associated with a design. In FIG. 5, thisis shown as a fourteen-sided die 539 bearing indications 529 such as“title”, “sound”, “improv” and so on. The indications could be codemarks rather than the words shown in the figure, and could be providedas a deck of cards bearing indicia, a digital or audio indicator, orother indicators known to the art.

For a simple level of play, an emission indicator 539 can offer emissionindications regarding a basic act, such as clapping hands, stompingfeet, rolling fingers on a surface to make a noise, or offering afavorite word for a design. For variations or more advanced levels,emission can get more complex, and can include a plurality ofsuggestions.

An emission container 543 is used by a player to emit an emission, by,for example, transmitting, recording, translating, storing, andinterpreting an emission. Preferably, for standard and more advancedlevels, each player can record his or her choice of emission on anemission container 543 for later use. In such a case, the emissioncontainer 543 could be a digital recorder which could record an emissionon pressing a button 527, and then, on a second button press, play itback through a speaker or screen 521. A card reader slot 528 could beprovided to allow the emission container 543 to play back a selection ofa sound, video or music clip provided on an appropriate recorded medium.

Digital Embodiment of the Apparatus

FIGS. 8 a-8 c show how the apparatus of the invention could beimplemented in digital form, as would appear on the screen 80 of acomputer. The figures show an implementation as computer software on aprogrammed general-purpose computer, but it will be understood that theinvention could also be implemented on a hand-held game device, personaldigital assistant (PDA), portable phone, or other similar digitaldevice.

Referring first to FIG. 8 a, which shows the game at the beginning ofplay, a playing board for placing game pieces is provided as screen area81. A variable content area 83 provides a space to display informationsuch as theme indications, turn indications and game instructions, and ablank area 82 provides room for game pieces, as will be explained below.A scoring indicator 84 and time indicator 85 are provided on the screen80, as well as “buttons” to start a turn 86 and indicate a turn is done87. As is common in graphical user interfaces, a cursor 88 allows aplayer to “click” on a desired screen area. As shown in FIG. 8 a, as thegame begins, the player is instructed to click on the variable contentarea 83 to start the game—the cursor 88 is shown in position to do so.

FIG. 8 b shows the screen 80 after the player has clicked as indicated.The function of the variable content area 83 is now as a themeindicator. A theme indication has been chosen and displayed in area 83,indicating that the theme which the player must display is “Animals”.Various ideas or suggestions for this theme are also provided in area83—several animal names (cat, dog, rabbit), as well as conceptsconnected with the theme (“in the jungle”, “on the farm”, “whiskers”).

The game piece storage area 82 is populated with a plurality ofsimulated game pieces. The number of pieces can be randomly assigned, orpredetermined, or selected in an earlier step (not shown) by having aplayer activate a random choice element or select a number from a list.The game pieces can be geometric shapes such as squares or rectangles89, 90, triangle 91, circles or ovals 92, 100, or straight or curvedlines 94. The pieces can also be symbolic or representational, as inburst 93, sun 96, star 99 or heart 97, or free form such as shapes 95and 98. If desired, a feature could be offered which would allow aplayer to draw one or more simulated game piece.

As play begins, the time indicator 85 is set to a chosen turn time, hereshown as two minutes. The player moves the cursor 88 and clicks the “go”button 86 to start playing. The player can then “drag and drop” thevarious simulated game pieces from the storage area 82 onto the playingarea 81 to form the design. The “drag and drop” procedure is well knownto the art of graphical user interfaces and need not be explained here.

In FIG. 8 c, the player has completed a turn and indicated the turn isover by moving the cursor 88 to the “done” button 88 and clicking. Thetime indicator 85 shows that thirty-six seconds are left from theallotted time, and only one game piece, star 99, is left unplayed. Allof the other game pieces have been dragged onto simulated playing board81, and arranged into the design of a rabbit, eating from a box of foodunder the sun 96.

Based on predetermined scoring rules, which may, for example, factor inthe elapsed time remaining and the number of remaining pieces, the gamehas given the player a score, shown in scoring indicator 84.

The next turn can be initiated by appropriate “clicks”, such as movingthe cursor back to “go” 86 or to the theme in variable area 83, or byother methods well known to the art. The game could provide for morethan one player, such as by calling for a new player at the end of aturn, with tracking scores for more than one player, and so on, in anyform known to the art.

It will be understood that the screens shown in FIGS. 8 a-8 c are onlyprovided as examples, and more or fewer screen areas or variations onthe screen layout or content are possible within the teachings of theinvention.

Method of Play

In the following description, the step numbers refer to the flowchart ofFIG. 9. References to elements of the game apparatus refer to FIGS. 1-7,as appropriate. It will be understood that if the game is being playedby teams of players instead of individual players, the term “player”used in the description below would refer to a team, as appropriate.

120—Prepare for Play

In preparation for the game, players are each provided with a pluralityof game pieces 15. Each player receives an equal number of game pieces15, preferably at least five per player. The exact number of pieces 15can be determined by agreement between the players, or by use of a gameindicator such as dice 231 or 251.

Variations can occur for alternate play. Some players may prefer usingmore game pieces to create more elaborate designs. Some players, such asyounger ages, may want to select more or different game pieces 15 tocreate their designs without regard to how many were used and what gamepieces 15 were first chosen. Game pieces 15 can be exchanged betweenplayers, and from the container 17.

If a playing board 719 is provided, the board is laid out in aconvenient location in a playing area. It is preferable for each playerto have a playing area to be able to play simultaneously, althoughplayers can share a playing area if desired. The theme indicators 733,turn indictor 428, timing indicator 728, emission indicators 539,emission container 543, and other game parts are removed from the box717 and placed as needed. Game pieces 15 are positioned on playing areain any suitably acceptable manner as deemed by user.

121—Determine Play Order

Play can begin in any manner determined, such as with youngest player orname beginning closest to “Z” first, and can proceed clockwise,age-wise, or in any suitable fashion determined by the players.

122—A Player Begins a Turn 123—Choose a Manner of Play

Optionally, the player can use a turn indicator to choose one of aplurality of manners of play for the turn. The manners of play, as shownin the embodiment of the turn indicator 428 shown in FIG. 4, couldinclude “Same Theme” (All players use same theme chosen by a first orlead player, with each player choosing an idea within the theme),“Different Theme” (a different theme for each player, with each playerchoosing a theme indicator and idea), “Switch” (Players switch bychoosing a theme indicator and idea for another player), “Lead Choice”(lead player chooses theme and idea for each of the players), or “Story”(each player's design follows a sequence that relate to each other basedon a theme chosen by the first player in the turn). A story, poem, andrelated literary manner of play suggest designs follow a related line ofthought. An example of a story is an all-terrain vehicle designed by oneplayer, its driver designed by another player, and the driver's petdesigned by a third player. Improvisation can be included, such as byhaving a “guessing” round or choosing what to add based on theme ofanother player.

124—Choose a Theme—A Theme is Chosen by use of a Theme Indicator toSelect a Theme Indication from a Plurality of Theme Indications.

If the optional turn indicator was used, this step might be modified bythe manner of play chosen by the turn indicator. For example, the playermight choose a new theme indication, or use the theme indication chosenby the preceeding player in the turn, or to follow the story started bythe theme chosen by the first player, etc.

125—Start a Timing Indicator—the Player is Optionally Given a TimeWithin Which the Design Must be Completed.

This can be done by starting a stopwatch, turning over an hourglass 728,etc. One to three minutes would be an appropriate time for completing adesign, although other times could be used within the teachings of theinvention for more complex designs, more or fewer pieces, teamwork, etc.

126—Combine the Game Pieces to Form a Design Illustrating the Theme

The player takes the game pieces 15 and combines them into a design byplacing the game pieces 15 in the playing area or on the playing board719, as appropriate.

If the optional timing indicator is used, the player must stop when thetime runs out. Preferably, the player must use all of the game pieces 15in making the design.

127—If all Players have not yet Made Designs, Play Passes to the NextPlayer

The description above is for an embodiment of the method in which eachplayer makes a design, one at a time, and each player is given aseparate time within which to complete their design. The same methodcould be used in an embodiment where all players create their designs atthe same time, and all stop on the first to occur of a player completinghis or her design, or the end of the time period.

Alternatively, the game could be played such that all of the playersstart their designs at the same time (step 126), and the timingindicator is started (step 125) when the first player finishes thedesign. Each of the other players continues to work on their designs,and must finish within the additional time provided by the timingindicator. Thirty to ninety seconds would be an appropriate time for thetiming indicator in this case.

128—Choose an Emission

Optionally, once the design is formed by combination of the game pieces15, the player can use an emission indicator 539 to choose an emissionto associate with the design. The emission is performed when the designis presented in step 129.

If the simultaneous alternative was chosen, as players finish and waitfor everyone to complete their designs, players can plan titles andother emissions. Alternatively, this step could be done by all playersafter all designs are completed.

129—Share the Designs and Emissions.

The players share their designs (and emissions, if the method is beingplayed with emissions). The order of presentation can be determined bythe players or by rule. For example, the first player in the turn, orthe player who finished first can share his or her design first, andsharing can continue until all players have shared. Sharing can be doneindividually and in groups.

If emissions are used in the game, the emissions can be presented at thetime that each player shares their design. The emission might consist ofa rhythm, an improvisation, a movement, language, a sound, a light or atitle. Emissions can be presented using an emission container 543.

Emission can be a sound created by a player and repeated, such as arumbling sound, as in what a vehicle might make. Sounds can be turnedinto a musical score (song or instrumental), movements into dance, andwords into poems, stories and songs. Light can accompany such activity.Instruments and equipment can be used to create the emission.

Emission can be generated, created, and activated by any player, and canbe shared at any time, at random, signaled, and planned moment. Playerscan take turns sharing emissions individually, collectively in groups,to a rhythm or melody, as instructed, or inspired. Players can taketurns conducting, choreographing, leading, and performing emissions.

Emissions can be created by, or recorded, with a device and repeated.Such manner of play can be chosen at beginning of game or indicatedduring play, such as indicated on a card, spinner, or polygonal form.For advanced and extreme levels, emission can involve more complex useof the arts. Disabilities are considered, and emissions can have anysensory-related form most suitable for participation.

Emissions can be guessed, chosen, or selected at random in whole orpart, such as a collection of music stored and emitted, to surpriseplayers with a sound to accompany their designs. An improvisation can beshared without a specified leader. Players can guess design themes/ideasand choose emissions for other players. Emissions can be the same forall players, such as naming a title and/or sound for each design, andplayers can offer emissions for another player.

Examples of performing emissions can include each player sharing his orher design with the group, then stating the title and his/her sound ormovement associated with the design. At the end of each play, forinstance, the player who finished first in constructing his/her designcan act as leader in conducting the players to share their sounds and/ormovements in a group performance. This can be done by the leaderpointing to other players, and to him or herself, to share emissions.The rhythm of the performance can match the manner in which the leaderpoints to the other players, signaling individuals or groups when toshare their emissions, and changing the pace of their emissions throughthe speed and repetition of pointing. A more complex performance, suchas a big band finale, can include a compilation of sounds or otheremissions from the game, and can be performed at the end of the game.Players can offer improvisations with other sounds and actions arisingout of initial emissions. Players can take turns performing, leading andimprovising.

130—Keep Score with a Scoring Indicator

Points can be awarded on any aspect of the game and in any suitablycoordinated approach. Scoring and bonus points can be based on a numberof factors, such as:

-   -   number of game pieces used, or number of game pieces remaining        unused    -   which player finishes first    -   number or form of emissions accompanying the design.    -   which player finishes first the most number of times    -   which player is first to conduct or choreograph a performance at        the end of a turn, round or game,    -   especially creative designs or emissions such as a “big band        finale,” poetry, song, story, dance, or collaborative mix.

Scoring can use any suitable tallying system. An example: each playergets five points for finishing design in time, ten points if all gamepieces are used, an extra five points for the player who finishes first,and ten points for including an emission. Alternately, markers can begiven for scoring different activities, such as one for each activityachieved, and the player with the most markers at the end of the gamecan be the big winner.

131—Move on to Next Turn

Accordingly, it is to be understood that the embodiments of theinvention herein described are merely illustrative of the application ofthe principles of the invention. Reference herein to details of theillustrated embodiments is not intended to limit the scope of theclaims, which themselves recite those features regarded as essential tothe invention.

1. A game apparatus comprising: a) a plurality of game pieces having aplurality of shapes; and b) a plurality of theme indications identifyingthemes, the theme indications being indicated on at least one themeindicator; such that upon selection of a theme indication through use ofa theme indicator, a player combines the plurality of game pieces into adesign illustrating the theme identified by the theme indication.
 2. Thegame apparatus of claim 1, further comprising a timing indicator formeasuring a period of time, such that a player is given a period of timeto combine the game pieces into a design.
 3. The game apparatus of claim1, further comprising a turn indicator having a plurality of indicationsfor choosing one of a plurality of manners of play, such that uponactuating the turn indicator, a player is provided with one of themanners of play.
 4. The game apparatus of claim 3, in which theplurality of manners of play are selected from the group consisting ofsame theme, different theme, switch, lead choice, guess, improvisationand story.
 5. The game apparatus of claim 1, further comprising anemission indicator having a plurality of indications for choosing one ofa plurality of emissions, such that upon actuating the emissionindicator, a player is provided with an emission to associate with thedesign.
 6. The game apparatus of claim 5, further comprising an emissioncontainer for emitting an emission chosen by the emission indicator. 7.The game apparatus of claim 5, in which the plurality of emissions areselected from the group consisting of rhythm, improvisation, movement,language, sound, light and title.
 8. The game apparatus of claim 1further comprising a scoring indicator.
 9. The game apparatus of claim1, in which the plurality of shapes of the game pieces are selected fromthe group consisting of free-form shapes, geometric shapes,representational shapes, irregular shapes, natural shapes, letters,numbers and symbols.
 10. The game apparatus of claim 1, in which theplurality of shapes are formed in a plurality of colors.
 11. The gameapparatus of claim 1, in which the plurality of shapes are formed in aplurality of sizes.
 12. The game apparatus of claim 1, furthercomprising a playing board upon which the plurality of shapes may becombined into a design.
 13. The game apparatus of claim 12, in which theplurality of shapes adhere to the playing board.
 14. The game apparatusof claim 13, in which the plurality of shapes are magnetically attractedto the playing board.
 15. The game apparatus of claim 13, in which theplurality of shapes adhere to the playing board through hook-and-loopfastener material.
 16. The game apparatus of claim 1, further comprisingat least one game indicator.
 17. The game apparatus of claim 16, inwhich the game indicator comprises a numeric selector for indicating anumber of game pieces to be combined into the design.
 18. The gameapparatus of claim 8, in which the game apparatus is implemented indigital form on the screen of a computer.
 19. A method of playing a gameusing a plurality of game pieces having a plurality of shapes, and aplurality of theme indications identifying themes, the theme indicationsbeing indicated on at least one theme indicator, comprising the stepsof: using a theme indicator to select a theme indication from theplurality of theme indications; and combining the plurality of gamepieces into a design illustrating the theme indicated by the selectedtheme indication.
 20. The method of claim 19, further comprising thestep of starting a timing indicator upon selection of the themeindicator, measuring a time within which the design must be completed.21. The method of claim 19, further comprising the step of using a turnindicator having a plurality of indications for choosing one of aplurality of manners of play to select one of a plurality of manners ofplay.
 22. The method of claim 21, in which the plurality of manners ofplay are selected from the group consisting of same theme, differenttheme, switch, lead choice, guess, improvisation and story.
 23. Themethod of claim 19, further comprising the step of using an emissionindicator having a plurality of indications for choosing one of aplurality of emissions to select an emission to associate with thedesign, and then performing the emission.
 24. The method of claim 23, inwhich the emission is performed on an emission container.
 25. The methodof claim 23, in which the plurality of emissions are selected from thegroup consisting of rhythm, improvisation, movement, language, sound,light and title.
 26. The method of claim 19 further comprising keepingscore with a scoring indicator after the design has been completed. 27.The method of claim 19 further comprising using a game indicator toindicate a number of game pieces which are to be combined in thecombining step.
 28. The method of claim 19, in which the game pieces andat least one theme indicator are implemented in digital form on thescreen of a computer.